hleV Posted September 8, 2015 Posted September 8, 2015 When I happen to contribute something I'll make sure it doesn't have DOF.
Tempust85 Posted September 8, 2015 Posted September 8, 2015 I like DoF, but it's set too high in those screens. Like the player needs glasses lol. Stoiss likes this
Wasa Posted September 8, 2015 Posted September 8, 2015 You're quite the critic. What exactly have you contributed again?You don't have to contribute anything to post feedback, criticism...
UniqueOne Posted September 8, 2015 Posted September 8, 2015 When I happen to contribute something I'll make sure it doesn't have DOF. There is an option in the setup menu to turn it off.
UniqueOne Posted September 8, 2015 Posted September 8, 2015 Oops. I missed a few screenshots I meant to upload. DarthStiv, Bek, GPChannel and 2 others like this
Langerd Posted September 8, 2015 Posted September 8, 2015 The colors are nice but i think they are too intense. Making them with a little less saturation would be better in my opinion.A little... On the othere side these screens look epic
hleV Posted September 8, 2015 Posted September 8, 2015 There is an option in the setup menu to turn it off.Good. Use it.
Kualan Posted September 8, 2015 Posted September 8, 2015 Regarding DOF - is the option in the setup menu a simple on/off switch or is it a scale we can set? A touch of DOF can help for making some nice screenshots but I don't think it's an option I'd personally use a lot for gameplay. therfiles, Tempust85, Lancelot and 1 other like this
eezstreet Posted September 8, 2015 Posted September 8, 2015 I can't really see well from my phone, but it looks pretty good aside from everything being overly shiny. The Falcon looks like it's covered in saran wrap. JAWSFreelao, Onysfx, Xycaleth and 2 others like this
UniqueOne Posted September 8, 2015 Posted September 8, 2015 The colors are nice but i think they are too intense. Making them with a little less saturation would be better in my opinion. A little... On the othere side these screens look epic There is a vibrancy slider in the menus to adjust saturation to your preference. Regarding DOF - is the option in the setup menu a simple on/off switch or is it a scale we can set? A touch of DOF can help for making some nice screenshots but I don't think it's an option I'd personally use a lot for gameplay. Currently there are various DOF options. 2x Static (blur at specific range - most of the screenshots used this setting) and 2x Cinematic (uses the crosshair depth to select blur range - the crates in the last set of screenshots used that setting). Adding a slider would be easy, but using non constant values in GLSL is slower. As we move forward we will just adjust the default values I think and find levels most people are happy with. I can't really see well from my phone, but it looks pretty good aside from everything being overly shiny. The Falcon looks like it's covered in saran wrap. Agreed. Part of that is the matso DOF amplifying bright parts and the defaults are a little high at the moment. Supporting legacy stuff without adjusting thousands of shaders manually (while trying to also allow for unknown maps, etc) is a full time job in itself. This stuff is constantly being tweaked though. On a related note, I want things in this mod to be somewhat exagerated. All the original JKA stuff was always cartoonish, and will never be photo realistic. Rather then fight an unwinable battle I try to use that look in the best way possible with what I have. Kualan, Jeff and Stoiss like this
Tempust85 Posted September 8, 2015 Posted September 8, 2015 Why is the ground in the spaceport shiny? I still don't agree with this auto-gen everything, make sure we can toggle it on/off.
UniqueOne Posted September 9, 2015 Posted September 9, 2015 Why is the ground in the spaceport shiny? I still don't agree with this auto-gen everything, make sure we can toggle it on/off.Sand is not shiny. What you might be seeing is the DOF brighten effect. The auto-gen stuff is required for backward compatibility, but it can be overridden very easily. In your shader simply select an appropriate material type from this list that suits your needs (and if you want a non-generated normalmap, etc, add one and it will use that instead). A shader specified material will always override auto-selection. Shader specified scales, etc, also override auto-selection. Note that in my tests rend2 does not load tga files with an alpha channel correctly. Expect things to not look right with them. However, if you want to save yourself time, just set an appropriate material type and map your texture in the shader and let the code do it's thing. A material default should suit most situations (and will be faster due to less CPU bottlenecks - if you want to understand why, talk to me on irc, I won't bother to explain it here. In short - Q3 shaders block surface merges and make the renderer do a heep of tiny draw calls - materials let us workaround this issue). ================================================================================================================================================================= Water - Always draws water through opengl instead. Notes: * If you set a surface as water, nothing else matters. OpenGL draws water and ignores everything else in the shader. * If you want to force water to be drawn as per your shader, set the material type to something else. ================================================================================================================================================================= { specularScale = 1.5; parallaxScale = 2.0; } ================================================================================================================================================================= Other materials. Notes: * ignore the // comments after them, they are original and don't always match what we use them for. eg: water is water, not just puddle * specularScale is reflectiveness as well. High levels will be mirror-ish. * cubemapScale makes the cubemap on these types more/less reflective. * note that the two grass type materials will also add foliage on the surface once waypoints have been generated. ================================================================================================================================================================= { { MATERIAL_WATER: // 13 // light covering of water on a surface specularScale = 1.0; cubemapScale = 1.5; parallaxScale = 2.0; MATERIAL_SHORTGRASS: // 5 // manicured lawn specularScale = 0.53; cubemapScale = 0.0; parallaxScale = 2.5; MATERIAL_LONGGRASS: // 6 // long jungle grass specularScale = 0.5; cubemapScale = 0.0; parallaxScale = 3.0; MATERIAL_SAND: // 8 // sandy beach specularScale = 0.0; cubemapScale = 0.0; parallaxScale = 2.5; MATERIAL_CARPET: // 27 // lush carpet specularScale = 0.0; cubemapScale = 0.0; parallaxScale = 2.5; MATERIAL_GRAVEL: // 9 // lots of small stones specularScale = 0.0; cubemapScale = 0.0; parallaxScale = 3.0; MATERIAL_ROCK: // 23 // specularScale = 0.0; cubemapScale = 0.0; parallaxScale = 3.0; useSteepParallax = 1.0; MATERIAL_TILES: // 26 // tiled floor specularScale = 0.86; cubemapScale = 0.9; parallaxScale = 2.5; useSteepParallax = 1.0; MATERIAL_SOLIDWOOD: // 1 // freshly cut timber specularScale = 0.0; cubemapScale = 0.0; parallaxScale = 2.5; MATERIAL_HOLLOWWOOD: // 2 // termite infested creaky wood specularScale = 0.0; cubemapScale = 0.0; parallaxScale = 2.5; MATERIAL_SOLIDMETAL: // 3 // solid girders specularScale = 0.92; cubemapScale = 0.92; parallaxScale = 0.005; isMetalic = 1.0; MATERIAL_HOLLOWMETAL: // 4 // hollow metal machines -- UQ1: Used for weapons to force lower parallax... specularScale = 0.92; cubemapScale = 0.92; parallaxScale = 2.0; isMetalic = 1.0; MATERIAL_DRYLEAVES: // 19 // dried up leaves on the floor specularScale = 0.0; cubemapScale = 0.0; parallaxScale = 0.0; MATERIAL_GREENLEAVES: // 20 // fresh leaves still on a tree specularScale = 0.75; cubemapScale = 0.0; parallaxScale = 0.0; // GreenLeaves should NEVER be parallaxed.. It's used for surfaces with an alpha channel and parallax screws it up... MATERIAL_FABRIC: // 21 // Cotton sheets specularScale = 0.48; cubemapScale = 0.0; parallaxScale = 2.5; MATERIAL_CANVAS: // 22 // tent material specularScale = 0.45; cubemapScale = 0.0; parallaxScale = 2.5; MATERIAL_MARBLE: // 12 // marble floors specularScale = 0.86; cubemapScale = 1.0; parallaxScale = 2.0; MATERIAL_SNOW: // 14 // freshly laid snow specularScale = 0.65; cubemapScale = 0.0; parallaxScale = 3.0; useSteepParallax = 1.0; MATERIAL_MUD: // 17 // wet soil specularScale = 0.0; cubemapScale = 0.0; parallaxScale = 3.0; useSteepParallax = 1.0; MATERIAL_DIRT: // 7 // hard mud specularScale = 0.0; cubemapScale = 0.0; parallaxScale = 3.0; useSteepParallax = 1.0; MATERIAL_CONCRETE: // 11 // hardened concrete pavement specularScale = 0.3; cubemapScale = 0.0; parallaxScale = 3.0; MATERIAL_FLESH: // 16 // hung meat, corpses in the world specularScale = 0.2; cubemapScale = 0.0; parallaxScale = 1.0; MATERIAL_RUBBER: // 24 // hard tire like rubber specularScale = 0.0; cubemapScale = 0.0; parallaxScale = 1.0; MATERIAL_PLASTIC: // 25 // specularScale = 0.88; cubemapScale = 0.5; parallaxScale = 1.0; MATERIAL_PLASTER: // 28 // drywall style plaster specularScale = 0.4; cubemapScale = 0.0; parallaxScale = 2.0; MATERIAL_SHATTERGLASS: // 29 // glass with the Crisis Zone style shattering specularScale = 0.88; cubemapScale = 1.0; parallaxScale = 1.0; MATERIAL_ARMOR: // 30 // body armor specularScale = 0.4; cubemapScale = 2.0; parallaxScale = 2.0; isMetalic = 1.0; MATERIAL_ICE: // 15 // packed snow/solid ice specularScale = 0.9; cubemapScale = 0.8; parallaxScale = 2.0; useSteepParallax = 1.0; MATERIAL_GLASS: // 10 // specularScale = 0.95; cubemapScale = 1.0; parallaxScale = 1.0; MATERIAL_BPGLASS: // 18 // bulletproof glass specularScale = 0.93; cubemapScale = 0.93; parallaxScale = 1.0; MATERIAL_COMPUTER: // 31 // computers/electronic equipment specularScale = 0.92; cubemapScale = 0.92; parallaxScale = 2.0; default: specularScale = 0.0; cubemapScale = 0.0; materialType = (float)0.0; parallaxScale = 1.0; } }
Jolly Posted September 10, 2015 Posted September 10, 2015 Where can I try this out? Also is the performance decent?
Stoiss Posted September 10, 2015 Author Posted September 10, 2015 we have nothing out atm, we still test and improve so it will be better play able at some point, i will make a post in here when i will put up a beta for testing
Dat Chinchilla Posted September 11, 2015 Posted September 11, 2015 When beta testing is on, I am available. (Probably low end testing due to the fact I only have my crappy pc until whoknowswhen) Just shoot me a message on steam or something, or on here. (Steam link in my profile)
Stoiss Posted September 11, 2015 Author Posted September 11, 2015 just to let players know, Rend2 need cards there support the minimum required version of OpenGL 3.2. if you don't have that you wont be able to play the mod
UniqueOne Posted September 16, 2015 Posted September 16, 2015 Here's a new screenshot I call "tavion's picnic"... although it could be alora... lol Foliage added by a new wolfenstein style foliage system mappers can use to add foliage to their maps easily.. The screenshot also shows the new volumetric light system which is faster then the old one and handles all lights, not just sabers. Lancelot, Tempust85, Stoiss and 2 others like this
Nozyspy Posted September 17, 2015 Posted September 17, 2015 Ok, so i have been out of the loop for quite a while about JKA's source code release, so you will have to bear with me. I am guessing this is a kind of post processing shader system, similar to the GLSL shaders for Minecraft? In which case, would setting one of these shaders in your shaders file (presumably) for a map then render that map unplayable in Base JKA? Or are these parameters simply an addition to the default shader which causes these new shaders to override the default ones when this shader system is installed in JKA? Again, i'm really not up to speed on all this so forgive me!
Tempust85 Posted September 17, 2015 Posted September 17, 2015 Rend2 (opengl2 renderer) has GLSL. This project uses a modified version of rend2.
Xycaleth Posted September 17, 2015 Posted September 17, 2015 @@Nozyspy Check out the rend2 thread to see some more information Unfortunately all the screenshots are scattered across many pages. I'd like to set up a mini site or something to showcase the best parts so far. Tempust85, Archangel35757 and Stoiss like this
afi Posted September 17, 2015 Posted September 17, 2015 I can't believe I missed this thread until now
JamyzGenius Posted September 20, 2015 Posted September 20, 2015 This mod looks and sounds unique. I can't wait to try this out. Don't let it die if you can please, the idea sounds amazing. I really want to play your mod.
Tempust85 Posted September 20, 2015 Posted September 20, 2015 @@Xycaleth does that SDL2 stuff have any benefit? From what I can tell, this project still uses the older code where openJK uses SDL1.
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